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Thread: [Guide] Killste : Collected Adventure Guides by Various Authors

  1. #681
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Rafnir View Post
    Tage, from Sons of the Veld:

    Units Needed and Lost (if you play it all alone, having four normal generals):

    •Units Needed, Average: 1423R 396S 603C 102XB (2524 units)
    •Units Needed, Maximum: 1631R 396S 603C 102XB (2732 units)


    After your edit earlier this week, this is no longer correct. When doing the last block (version: xbows, but no elites), you will need 406S. It would be nice if you update the requirements, since we use the list when sending generals.
    Just updated the needed troops in the guide.
    The number of needed soldiers has been increased, but at the same time the number of needed cavalry has been decreased.



    Quote Originally Posted by Rafnir View Post
    Not sure why you changed the setups for the last block, though, the old setup worked just fine, been using this guide a lot the last weeks without problems.
    When I did the guide I didn't yet have access to Andelar's simulator, which (although, being a DOS program, isn't as user friendly as all other simulators) makes the optimisation of the blocks so much easier. I have now updated ALL blocks in SotV, and also added the timing information in seconds with links to the graphs from Asipak's simlator for each block setup. The changes aren't revolutionary, but removes the odd risks of having a loss after one less round of fighting than otherwise expected (we're talking chances that were less than 1%, so most people wouldn't have noticed that anyway).



    Quote Originally Posted by Rafnir View Post
    Btw, thanks a lot for your guides, especially for SotV. Though it's a risky adventure, your guide makes it well worth doing, considering the high amount of xp, and the low losses in your setups
    Thanks



    Quote Originally Posted by johnboy187 View Post
    I need some friends please..... if this is the wrong place | apologise!
    This thread would be a better place...

  2. #682
    Skilled Student duboisdvoleur's Avatar
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    thanks for all your time and effort. Your blocks make this fun.
    I believe your talents deserve a better game

  3. #683
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    Polymer, is it possible to play SE map using your guide with only 1 BHG Gream Reaper?

  4. #684
    Treasure Hunter Polymer's Avatar
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    Yes, with the exception of that sector 2 block I`m not entirely sure on as I`ve never tested it with regular general.
    It is up to you if you want to risk the block, but I`d recommend the optional way of killing that camp with 110R, 140ES

  5. #685
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    For traitors, we're missing a setup with canonneers. Since the first camps tend to be single round fights with low losses, i doubt much advantage is to be found there, but on camps 10 and 11 interesting variations are possible.

    So far, I'd suggest the following setups - but since I'm not a great optimizer, I suspect that with some tweaking, we can do even better. Regard this as an 'assist' so someone else can score the goal

    camp 10:
    99R 7S 1ES 110C 33K (83R - 98R - 99R 7S) currently: (100R - 116R - 130R 2S)

    camp 11
    wave 1: 60 C (60C) currently: (175R)
    wave 2: 5R 106M 139K (5R 76M - 5R 93M - 5R 106M) currently: (82R - 129R - 150R 16S)]

    In total, this means (min / max losses ) 88R 76M 60C - 104R 106M 60C versus 357R - 455R 18S in the current guide. At higher levels the number of settlers lost would count a bit more (as that is, at least in my case, more of a limiting factor than swords etc), and while this new setup looses some higher value units, the number of settlers lost is reduced by almost 200.
    Last edited by Hayek; 18.02.13 at 17:37.

  6. #686
    Aunt Irma’s Favourite Writer
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    Quote Originally Posted by Hayek View Post
    For traitors, we're missing a setup with canonneers. Since the first camps tend to be single round fights with low losses, i doubt much advantage is to be found there, but on camps 10 and 11 interesting variations are possible.
    Yes, I know, I know, I know... lol... and I'm running out of time...
    I will soon be gone for two weeks, burning myself on a sunny beach...

    I already some time ago made a rough map for that block on camps 9-11 in Traitors
    (rough because it still doesn't have the placement insets):



    The setup is the one I used myself, but is not necessarily fully optimised yet, and available only for those having a veteran with cannoneers:

    From A to Camp 10) 100 Soldier Deserters, 100 Longbowman Deserters
    BLOCKING NORMAL general: [57S 139C (-)] {180-300 seconds of fighting, 0.1% chance of 160 seconds}
    BLOCKING NORMAL general: [48E 149C (-)] {180-280 seconds of fighting, 0.2% chance of 160 seconds}

    From B to Camp 9) 50 Cavalry Deserters, 150 Soldier Deserters
    BLOCKING NORMAL general: [66S 89E (-)] {180-320 seconds of fighting}

    From C to Camp 11) 60 Cavalry Deserters, 60 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
    ANY general: [77R (77R)] {20 seconds of fighting}

    From D to Camp 11) 0-10 Cavalry Deserters, 60 Soldier Deserters, 60 Longbowman Deserters, 1 Sir Robin, 1 Big Bertha
    VETERAN general: [140R 8M 102K (102R - 130R - 140R 8M)] {60-70 seconds of fighting}


    Total average losses for these last three camps: 207R (compared to 422R as currently written in the guide)


    Comment to Hayek:
    No need to use cavalry against cavalry deserters. You can use recruits to kill the cavalry deserters.
    Those cavalry deserters are defending before soldier deserters (which is not the case with normal soldiers and cavalry).

  7. #687
    Skilled Student
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    I know you'd do a better job. Thanks already, and enjoy your holiday! You deserved it!

  8. #688
    Forum Explorer Killste's Avatar
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    Tropical Sun and eastern eggs location updated in front page, thanks for Tage and Alumini

  9. #689
    Pathfinder
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    Smile

    Great guide for Outlaws, tried every block, even the first one without a Vet, and they worked! Love it....
    Attached Images

  10. #690
    Original Serf
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    Hi,

    Nords.

    Just a quick note for those who feel losses are quite high on this extremely difficult adventure.
    Camp 2 can be 250 xbows with 0 losses.
    Camp 3 and 4 can be done together as shown with 10 soldiers, 60 cav and 180 xbows with 0 losses.
    Camp 6 back to 10 soldiers, 60 cav and 180 xbows with 0 losses.
    Camp 9 can be 10 elite, 60 cav and 180 xbows with 0 losses.
    Camp 10 can be 250 xbows with 0 losses.
    Camp 11 could use 10 militia and 240 xbows, losses 8 militia no need to block.
    For the final hit I used 50 Militia, 20 Soldiers and 180 xbows. My losses were 50 Militia and 11 Soldiers.

    Happy Adventuring. Enjoy!
    T.

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